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Старый 10-03-2010, 22:09   #621
Jaf
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Сообщение от Von Faust Посмотреть сообщение
Strange
I'm a member of Betasom forum and we are doing a lot of testing.
Please, confirm that you are running just this file:
dangerouswaters.exe with modified date 04.03.10 1:02:10
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Старый 10-03-2010, 22:49   #622
goldorak
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Please, confirm that you are running just this file:
dangerouswaters.exe with modified date 04.03.10 1: 02 :10
Jaf I've got the Battlefront Release of DW (english version) and my
dangerouswaters.exe has a modified date 10/03/2010 19:45

Is my install somehow broken ?
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Старый 11-03-2010, 10:05   #623
Jaf
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Jaf I've got the Battlefront Release of DW (english version) and my
dangerouswaters.exe has a modified date 10/03/2010 19:45
Is my install somehow broken ? :52:
Does not matter what release you have installed.

When you properly unpack the RA mod from archive some original DW files must be replaced by modified:
You must have dangerouswaters.exe and NavalSimEngine.dll with Modified (not Created or Accessed) date 04.03.10 1:02:10

Try to manually extract this files from archive into game folder.

If you receive TIW message with the distances over 3 miles so you have the original files are not replaced by modified versions.
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Старый 11-03-2010, 11:46   #624
Von Faust
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Please, confirm that you are running just this file:
dangerouswaters.exe with modified date 04.03.10 110
I confirm that "DangerousWaters.exe" and "NavalSimEngine.dll" have this data:

Modified : 04/03/2010 01:02
Language : English (United States)
Version: 0.1.0.4
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Старый 11-03-2010, 12:03   #625
Jaf
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I confirm that "DangerousWaters.exe" and "NavalSimEngine.dll" have this data:
Modified : 04/03/2010 01:02
Language : English (United States)
Version: 0.1.0.4
Then I do not know how you receive TIW at 10.6-10.9nm 8()
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Старый 11-03-2010, 12:25   #626
goldorak
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Does not matter what release you have installed.

When you properly unpack the RA mod from archive some original DW files must be replaced by modified:
You must have dangerouswaters.exe and NavalSimEngine.dll with Modified (not Created or Accessed) date 04.03.10 110

Try to manually extract this files from archive into game folder.

If you receive TIW message with the distances over 3 miles so you have the original files are not replaced by modified versions.

Thanks, I've verified and yes I installed the mod correctly.
I tried a mission with a Trenchant against an Akula I improved at 9-10 nm with no layer. After 1 minute I get missile launch warnings from the Akula.
And she doesn't stop there, after the subrocs she launches 2 more torpedoes at me.
At that moment I was like at 7 nm from her and didn't get the TIW message.
It works wonderfully.
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Старый 11-03-2010, 15:38   #627
goldorak
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Hi Guys,

Is it possibile to mod the game so that the wrecks of ships and subs that are sunk, do not disappear after x minutes from the bottom of the ocean ?
Once I sink a sub, the wreck should always stay on the ocean floor.
Is it possibile to mod such a behaviour ?

I really don't understand why DW eliminates sunken contacts after a certain number of minutes.
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Старый 11-03-2010, 16:23   #628
Jaf
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Is it possibile to mod the game so that the wrecks of ships and subs that are sunk, do not disappear after x minutes from the bottom of the ocean ?
Maybe this can be done.
I take some time to see it in the code.
(sobeit CrazyIvan does not find a simpler solution :)

Comrades, can anybody confirm that on Vista/Win7 TIW come on distances more than 3nm?

Последний раз редактировалось Jaf; 11-03-2010 в 16:54.
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Старый 11-03-2010, 17:13   #629
goldorak
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Maybe this can be done.
I take some time to see it in the code.
(sobeit CrazyIvan does not find a simpler solution
Wow, that would be really great.

Цитата:
Comrades, can anybody confirm that on Vista/Win7 TIW come on distances more than 3nm?
I talked today with Von Faust about this problem.
And the conclusion we came to has to do with Vista and Windows 7.
In my install, XP SP3 the mod works ok, I receive TIW messages at close range but not at long range in my test mission. I receive missile warning alert from subrocs launches. So everything is good. The same mission on Von Faust computer didn't work.
We verified the mod was not corrupted and was installed correctly over a fresh DW+1.04. The only difference in the end was the operating system. Von Faust was using Windows 7.
We passed the test mission to another player that has Vista and he had the same problems as Von Faust. So I think its fair to say (and I know it was stated in the readme) that the mod only works correctly on XP SP3.
On Vista and Windows 7 strange things happen, and I have no clue why.
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Старый 11-03-2010, 18:35   #630
dd149
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On my XP SP3 computer also works OK, maybe there is a way to run a program Win 7 in XP compatibility mode?
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Старый 11-03-2010, 19:03   #631
Von Faust
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On my XP SP3 computer also works OK, maybe there is a way to run a program Win 7 in XP compatibility mode?
I have already make this test but it doesen't work (various compatibility mode of "dangerouswaters.exe")

EDIT : However I will try to install the same version of DW + 1.04 + RA that I have utilized in Win Vista on Windows XP to eliminate a problem on these (DW + 1.04 + RA ).
If it works the problem is the version of Windows.
It's correct ?

Thanks
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Старый 11-03-2010, 19:17   #632
Jaf
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If it works the problem is the version of Windows.
It's correct ?
Perhaps this is not quite so.
Did you receive my message from mr. goldorak?

Последний раз редактировалось Jaf; 11-03-2010 в 19:41.
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Старый 11-03-2010, 22:07   #633
Von Faust
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Perhaps this is not quite so.
Did you receive my message from mr. goldorak?
Yes thanks, but I have the same problem (with Vista).
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Старый 11-03-2010, 22:16   #634
cayman
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clean Installation in two different computer with Win7, TIW works fine

however, if it's a upgrade installation base on DWX1.0(no matter XP or Win7), TIW doesn't work like it suppose to.

so, conclusion, clean Installation is a must
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Старый 11-03-2010, 22:36   #635
Lau
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Hi Jaf,

I am currently testing accoustics for Amethyste & Rubis class :

Do you have info that helped you to decide Amethyste and Rubis sensor capabilities and level of noise of the sub?

For instance Amethyste and Rubis class are the smallest nuclear attack submarine in the world. This is because french managed to make a small enough reactor to fit in this very small hull.

Amethyste was designed because Rubis is too noisy compared to new generation of sub.Amethyste is same hull but sub was fully refited with new systems to improve noise level and sensor capabilities. Even hull was changed in some parts to make sub more quiet. Like the lovely spoilers that you nicely reproduced near the propeller of the Amethyste.

I am not asking for any changes yet, I would like just to know the thinking behind the numbers of Rubis and Amethyste in v1.1?

I just think it is important that french navy technology is able to play as a real threat in RA mod. Same as it would do in real life

Even if I can understand that it will be impossible to get real data from real sub acoustincs as this is top secret. I am sure you did consider game play issues, advantages and disadvantages in between platforms.

What did you consider when building Amethyste and Rubis class ?

Is there a submarine ranking, we all know Seawolf is the must powerfull sub in the game (I think...) 2nd would be Akula class, 3rd, etc...

Thanks,

Lau
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Старый 11-03-2010, 22:55   #636
cayman
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Tested the Amethyste & Rubis class for several occasions, A&R's sensor and stealth are fine, but the F17 mod2 torpedo isn't a real threat.

I don't know for sure, but it's said that Blackshark torpedo now enlist in French navy(Italy navy also), post#226. If our french friends can confirm that, Blackshark would be a good enhancement in the Mod

In DWX1.0, I've built Blackshark torpedo(according to the internet found data) into Type 212, it is powerful, no doubt

Black-shark info: http://www.wass.it/WASSWEB/brochure/black_shark.pdf
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Старый 11-03-2010, 23:20   #637
goldorak
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Question

Hey guys,


Could you please tell me if silex ASW missiles launched from the playable Udaloy enter the water in
  • always active search
  • always passive search
  • random choice between active and passive search

Looking through the various doctrines of the silex I haven't found any "random" function.
But its still not cleared what search mode it uses.
Can someone clarify this little issue please ?

Also, what about remote controlled helicopters ? Either those of the frigate or the Udaloy. When they launch the torpedoes, do they use as before :
  • always active search
  • always passive search
  • random choice between active and passive

Some people have expressed concern over the fact that once you know the position of an enemy sub, lauching a silex or dropping an air torpedo, the search mode should be set always to active. Because, well we already know the position of the contact, and since we're dropping the torpedo right over his head, active mode would be the best tactic.

If RA mod doesn't work this way, that is to say that air dropped torpedoes from remote controlled helicopters, and silex missiles launch from the Udaloy, enter the water with passive search, can it be set to active instead ?
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Старый 11-03-2010, 23:50   #638
dyshman
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according to my version (DWX 1.1 beta) ssn Rubis has sound level 58 and Amethyste has 57. any more infirmation?
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Старый 12-03-2010, 00:04   #639
CrazyIvan
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Hey guys,


Could you please tell me if silex ASW missiles launched from the playable Udaloy enter the water in
  • always active search
  • always passive search
  • random choice between active and passive search

Looking through the various doctrines of the silex I haven't found any "random" function.
But its still not cleared what search mode it uses.
Can someone clarify this little issue please ?

Also, what about remote controlled helicopters ? Either those of the frigate or the Udaloy. When they launch the torpedoes, do they use as before :
  • always active search
  • always passive search
  • random choice between active and passive

Some people have expressed concern over the fact that once you know the position of an enemy sub, lauching a silex or dropping an air torpedo, the search mode should be set always to active. Because, well we already know the position of the contact, and since we're dropping the torpedo right over his head, active mode would be the best tactic.

If RA mod doesn't work this way, that is to say that air dropped torpedoes from remote controlled helicopters, and silex missiles launch from the Udaloy, enter the water with passive search, can it be set to active instead ?

It uses random a method.

As, nevertheless coordinates of dump of a torpedo can be not extremely EXACT.

The probability of inclusion of an active and passive method increases an opportunity of a defeat target.

The most natural way to escape from an active torpedo - to escape from it(her) far in an opposite direction. The passive torpedo just takes into account this moment.

However - we can establish UMGT-1 from SILEX only in an active mode.
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Старый 12-03-2010, 00:04   #640
Lau
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Сообщение от cayman Посмотреть сообщение
Tested the Amethyste & Rubis class for several occasions, A&R's sensor and stealth are fine, but the F17 mod2 torpedo isn't a real threat.

I don't know for sure, but it's said that Blackshark torpedo now enlist in French navy(Italy navy also), post#226. If our french friends can confirm that, Blackshark would be a good enhancement in the Mod

In DWX1.0, I've built Blackshark torpedo(according to the internet found data) into Type 212, it is powerful, no doubt

Black-shark info: http://www.wass.it/WASSWEB/brochure/black_shark.pdf
Hi Cayman,

Thank you for your message and cooperation in making this mod as real as it gets. I wont say it enough times the RA mod is already so beatifull as it is, thank you thank you thank you to the moders

Ok more seriously :

At the moment the only official info by the french defence minister is that Rubis and Amethyste class are fited with F17 mod 2 torpedoes. I am not sure but Blackshark torpedoes will be fited in the next generation Nuclear Attack Submarines. I will try to find some more info about F17 mod 2torp to see if we can give them a little enhancement.

Armement
4 tubes lance-torpilles de 533 mm qui peuvent lancer des torpilles F17 mod 2 de lutte anti-navires et anti-sous-marines ou des missiles SM 39 à changement de milieu contre buts de surface.
Ce type de sous-marin peut également mouiller des mines.

Mod 17 torp graphics are so nice, very good work!

Regards,

Lau

Последний раз редактировалось Lau; 12-03-2010 в 01:23.
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